Friday, 14 December 2007

Mountain Chaos Glimpse

More Results of Height Point Geography

I will reconsider some boosting of the whole geography with Height Point tile generation (where possible). That's because I could write a code that pretty easily handles the steeps and such. Check the shot. There's an easy way to add valleys too now so I'm thinking about using the valley thing or adding Height Point tiling to the Plain and such. But I'm leaning towards adding Valley and leaving plain as it is - and add a generic function to the Place root class that gives the height and such things if a Geography will need data outside its boundary (to fit the tiles together at the edge).

Thursday, 13 December 2007

Rewriting Mountain

While trying to get work the mountains with different size and height in connection with the World Generator I decided to rewrite it fully from the basics...the square pyramid like look is not really usable in bigger size. Now it will be a point height based thing with some kind of mathematical function that tells Y in a point of (X,Z). The previous code was messy and too firm to be developed...the new one is planned to be better ... yet the classic look and standard, something like the shot shows with some more variation. :-)

Tuesday, 11 December 2007

Night in Unbald Mountain

Yeah, a big refactoring, hacking and bug hunting in the Cube/World section plus the Mountain and Cave code resulted in world sized Mountain and Cave geography addressable and usable in blocks. This means a mountain is shaped where its parent Mountain geography is having an area occupied in its WorldSizedBitBoundaries. It's usable, faster and convenient for world generation! One little thing is the AI cannot tell them apart only if I will add some later enhancement for the base Geography class that will make it able to tell some of its bigger areas apart. Understood? No problem, check the shot for the visual result. :-)

Sunday, 9 December 2007

Going into details of old codes

I had to go and fix, change and test some codes while moving on with the world generation code. Internal flora was colored by outside lights and the flora overwrote some cave limiter rocks making the outside hill badly visible from inside the cave! :-) You can experience this in the previous release I think. But before that a bit based boundary was implemented which stores the areas that the Geography may occupy. The previous version which stored the boundary coordinates in a hashset filled with Integer coordinates was slow and memory eater. Bit based I could create several layers of World sized Geographies of forest/plain in a world size of 10 thousands * 10 thousands Cubes with a 10x10 Cubes sized area granulation which means 1000x1000x100 bits sized data stored in the so-called WorldSizedBitBoundaries' byte array. Then I created a frame for the big map window to make it nicer. All is inside SVN!

Thursday, 6 December 2007

Climate belts, big world map

World Generator step onto its next level with the working Climate addition. A preliminary version of UI menu windows is also committed into SVN. If you press F1 you get a pop-up window showing the World Map in big with a red dot showing your position. Pressing it again makes the window go away. The map is colored according to the climate belt colors. Shot shows the Window and the generator added Tropical belt. :)

Tuesday, 4 December 2007

Ocean and WorldMap sophistication

I was busy coding to boost up the Ocean coastal code part. It's ready now and more or less working like it should. Fixed many things in its logic experimenting with it a lot. It caused quite a headache! :-D After that WorldMap was the next target to add a step by step updated red mark of current location onto it. Now I'll head to further develop the WorldGeneration geography addition part plus the Climate belt addition. Geography addition will be based on big zone hashing and similar quick tricks. :-)

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